Advertisement
Guest User

Untitled

a guest
Aug 22nd, 2019
74
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.22 KB | None | 0 0
  1. tats
  2.  
  3. Health: When this reaches 0, a character is beaten!
  4. Armour: When this is above 0, physical attacks deal damage to this rather than health.
  5. Magic resist: When this is above 0, magic attacks deal damage to this rather than health.
  6. Strength: Increases physical attack damage.
  7. Magic: Increases magic damage attack.
  8. Stamina: Increases your action points per turn.
  9. Dexterity: Slightly increases damage of certain weapons, and lowers action point cost of movement.
  10. Cast speed: Lowers action point cost of spells.
  11. Technique: Lowers action point cost of attacks.
  12.  
  13.  
  14. So the way turns work is every character gets x action points, determined by their stamina. Every single action you take uses a set amount of points. So if you move for example, you can spend less time attacking. Specialising in either dex/cast speed/technique drastically reduces the amount that actions cost though and allow for interesting characters. For example, with high dex you can walk into range, use an attack and walk back out to kite them. With high technique, it's harder to stick on an opponent, but when you do you can fuck their day up.
  15.  
  16. Main concern with it is that programming AI that understands how to not get cheesed by it could be hard. Would also need a way to convey enemy stats effectively so that people could quickly work out what to do vs them and don't have to calculate their move distance and attack costs. Might be more trouble than it's worth.
  17.  
  18.  
  19. The armour/MR system I'm really on the fence about, I'm adapting it from divinityOS2. So lets say you have somebody with 100 health, 30 armour and 100 MR. Effectively 130 health vs physical and 200 vs magic, this is good as it encourages you to use different types of attacks vs different types of enemies. Problem is that it can feel TOO punishing to mixed damage types. In this case, once you've broken their armour, there's virtually no point in using magic at all on them. There's also the issue that hybrid damage (eg, fire swords) is pretty niche unless the raw damage is insane. So to fix this, once one def type is broken, all daamage dealt to the other def type is doubled.
  20.  
  21. So for example, 100 health, 100 armour, 100 MR. Character A deals 70 phys and character B 50 phys then the enemy is down to 80 health, 0 armour and 100MR. If character C then deals 70 magic damage, that is doubled as they have no armour to 140, however, the doubling only works for the MR portion, so you remove all 100 of that, then the remaining 40 is halved again and dealt to health resulting in enemy at 60/0/0.
  22.  
  23. Health and armour will be recoverable much like health is. Because of this, dealing damaage to both types would be extremely advantageous as if they heal for a big chunk of armour, that isn't too effective if you can then deal double damage to it, or just outright kill them with magic.
  24.  
  25. Another thing worth mentioning is that hybrid damage dealers will have higher base damages to make up for the fact that they get hit by double resistances. This makes them especially strong vs enemies with no resistances left.
  26.  
  27. There will also be attacks that bypass both stats and deal damage directly to health. Assassins will specialise in this but a number of classes will have an option for it at the cost of a lower base damage.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement